Age | Commit message (Collapse) | Author |
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variable array indexes.
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these should be the same functions (as per spec).
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This was causing infinite recursive calls w/ software drivers.
All vertex/fragment shaders should be allocated by calling
ctx->Driver.NewProgram(), not by calling _mesa_new_program().
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Conflicts:
src/mesa/drivers/dri/i965/brw_sf.h
src/mesa/drivers/dri/i965/intel_context.c
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Contains the normalized fragment position within a point sprite.
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Replace *(*inst++) with *(*inst)++ in a few places.
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group's objects (Shane Blackett)
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into 965-glsl
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of -I flags.
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into 965-glsl
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Shadow sampling from texture arrays is still not implemented. Everything
else should be there, though.
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exp() was using __asm float_exp (OPCODE_EXP) but that computes base two, not e.
See bug 10907.
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Only works for program input registers at this time.
Good enough for the common case of texcoords, though.
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substitution.
We had been taking a short-cut w/ asm inlines by just using parameters in order
rather than doing full formal parameter -> actual argument substitution like
ordinary inlined function calls. This worked in all cases but one: mix() in
which the parameters were used in a different order.
This fixes bug 10821.
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produced by vertex shader.
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